Studio FAQ


TABLE OF CONTENTS

Section I: General

Section II: Deciding

Section III: Before you go Section IV: In the studio Section V: Mixing Section VI: Reproduction

SECTION I: GENERAL

1.1) Why should my band record something?
Lots of reasons. First, and perhaps most important, you'll need something to give to clubs for booking. If you don't have a tape, most clubs won't even see you. Another reason is to shop labels; even though, realistically, the chances are slim, some bands have gotten contracts from demo tapes. You might want something to prove to your parents that you're doing more than just making noise in the garage. You might want something to sell or give to your friends.

Chances are, if you're reading this, you should be recording. The author's personal opinion is that recording is a GOOD thing. There are several benefits to the recording process other than the finished product -- better musicianship, a chance to hear your songs without playing them, a chance to maximize your full potential as a band, a chance to make your music something more than it is so far.

Finally, it just feels good. It's validating: "Yes, I really AM a musician, not just some boob with a guitar."

1.2) Why should my band record in a studio?
One word: QUALITY. Even the worst studio can give you a product that is FAR better than a four-track. Mind you, I'm not disrespecting the shoestring demo; almost every band records a practice and shops clubs with the tape. In fact, recording practices is a great way to prepare for the studio.

If you just want something to practice against, don't go to a studio; it's too expensive for something you're only going to practice your wicked licks with. But if anyone else is going to listen to your music, it needs to be something that doesn't have room noise, airplanes flying over (Led Zeppelin's Black Country Woman notwithstanding), noise, and muddy drums.

If you haven't been to a studio, you may not be aware of the things that they can do with sound -- it's pretty amazing.

1.3) What is the general process involved in recording?
There are 7 stages: Deciding, Preparing, Recording, Overdubbing, Mixing, Mastering, and Reproducing. (If you're with a label or have high aspirations, add Distribution at the end.)

Deciding: This is where you pick a format (CD/Tape), a length (two-song demo, five-song EP, nine- to fourteen song project, twenty- to thirty- song double CD), songs, a studio, possibly a producer and/or engineer, and a duplicator.

Preparing: This is where you practice, over and over and over again. Then you get together your recording money, get your gear in shape, and book time. Then practice some more.

Recording: This is the time you actually spend in the soundproofed room, crooning, picking, slapping, shaking, and doing that thing you do. Compared with the time invested in everything else, it's woefully short. It's also the most fun.

Mixing: Once everything is tracked (put down on master tape), it needs to be prepared for mastering. Everything is made to sound just right, noise is subtracted, reverb is added, and everything ends up on a DAT.

Mastering: This is an optional (author's opinion: mandatory) step where engineers at the reproducer run your tape through the appropriate filter for the format (CD, vinyl, or tape). The dynamic range may be compressed or expanded, the whole mix is EQ'd, and everything ends up on another medium. This may be DAT or hard disk (for CD, vinyl, or tape), or 1/4" tape (for cassettes).

Reproducing: For CD's, they take the final master tape/disk and create a "glass master", the glass disc that is the mirror-image of your CD. This is used to press the plastic for the CD. Cassettes are reproduced by bin-loop, where they take the 1/4" master tape, make several copies, string them together, and use that to feed a cassette-duplication machine. I'm not sure how vinyl is pressed, but you can ask any reproducer how it's done.

1.4) What are the pros and cons of recording a live show?
Pros: You can capture the energy of a live show. Some bands find it difficult to take the live energy and reproduce it in the studio. You can also capture the audience response. There's less recording time involved, only a few hours on-site.

Cons: It can be VERY expensive. If you're already running everything through a board (even all the drums), that mitigates the expense somewhat, but you still need to pay an engineer, pay for the recording equipment, negotiate with the club, and the like . If you're just setting up mikes in the audience, beware that your tape will be much lower quality than a studio recording.

Bottom line (author's opinion): Save it for when you've got a label to pay for and arrange it.


SECTION II: DECIDING

2.1) How much does it cost?
Studio time is fairly expensive. For a first project, figure on $30 - $80 per hour spent recording and mixing, plus mastering and duplication costs. Don't forget the cost of J-cards or CD inserts.

Some studios offer package plans. Make sure you understand EXACTLY what that cost includes and don't sign ANY contract without taking it to a lawyer. Don't give up the rights to your music unless you're sure you know what you're doing.

2.2) How long does recording take?
That's really, really variable. The author's band did a five-song demo tape in two days (recording/mixing) and 3 weeks (printing and reproduction). However, we're now working on a much more involved project that has taken just under a year so far with six months left to go.

There are lots of factors involved. How serious of a project is it? Is it something to go in record stores, or to get gigs? Are you making CD's? (CD's take longer to reproduce.) How much of a perfectionist are you? How competent is the engineer?

2.3) How do I pick a studio?
(This is my experience. Your mileage may vary.)
2.4) I've heard that recording breaks bands up.
This can be true, but it's a matter of attitude. Recording does lots of things to the structure of the band, and introduces new stresses that are unfamiliar. The pressure is high, and it's tempting to be a "rock star" about things. (I don't recommend it.) Egos can run wild, and nerves can fray.

Really, though, recording is a test of a band. If you can't stand to work together on something you all agree on, how will you handle living with everybody on tour for 9 months?

One of the most surprising things for the author is what happened AFTER the recording. Once something is down on tape, and "done," it's human nature to reflect on everything that's led up to that point. Practices may not seem as fun, and it may feel like there's something missing. I felt like we were plateauing badly. The solution to that? Two things: write more songs, and record more. :)

2.5) Do we need a producer?
Yes and no. Your band should be the most important producer; after all, it's your music. However, it's really handy to have another pair of ears around that's NOT emotionally involved. To me, a producer is a lot like a proofreader and editor. They take what you do, tweak it a little or a lot, point out mistakes you might not have noticed, and put it all together.

It's generally a bad idea to have a band member's significant other (boyfriend, girlfriend, spouse, dog, parakeet) as a producer unless they're a professional.

2.6) Where can we get the money?
Rich relatives. :) Seriously, it's handy to have someone to borrow from if you're not making money gigging. Make sure you pay them back as soon as you can. Save some.

SECTION III: BEFORE YOU GO

3.1) What songs should we record?
Record your best songs. It's important to make a distinction between good live songs and good recorded songs, though; some of the most powerful live music doesn't translate well to a CD without the audience to feed off of.

It's better to record fewer, better songs than to record more, crappier songs. You may not want to admit it, but we ALL write crappy songs (some more than others).

Record songs that are fun to play. You're probably gonna end up playing them a lot.

Record a variety of songs. If you've got some hip-hop, some metal, some pop, and some country songs, maybe pick the best songs of each type. Critics are very unfriendly to bands whose recorded music "all sounds the same."

3.2) Should we record covers?
Probably not. Two definite no-no's are to record covers that are still under copyright (you may do a better version of "Panama" than Van Halen themselves, but that doesn't make it legal) or to record songs that everyone and their sister has already covered ("Mustang Sally," "Little Wing," etc.)
3.3) What gear should we take?
As little as you can get away with and still get your sound.

For guitarists, I'd suggest an amp (head and cab), a guitar, your basic effects, and enough cables to put everything together. It's been my experience that studios have spares for most stuff that can fail. They probably also have better effects than your Crap-o-Tron flanger, too. Bring spare tubes, though.

Bass, for a demo project, is usually recorded directly into the board, so there's no need to bring an amp.

Drums can sometimes be provided by the studio, unless you're so totally in love with your kit that you can't play anything else.

Singers should bring a big bottle of whisky. (Just kidding.)

3.4) How should we prepare?
Let me preface this by again reminding the reader that this is based on my experience, and that every band has its own style and dynamic. This worked for many; it may not work for you.

The most important preparation to do is of the music. You're paying for studio time; it's cheaper to make sure everything's ready beforehand. Practice time is free, or close to it. Use it. Practice the songs over and over, until everyone could play their part backwards and in their sleep.

One thing that worked well was deconstruction. We'd play a song a couple of times, then break it down into parts. First, just drums and rhythm guitar, then drums and bass, then rhythm guitar and lead guitar, then rhythm guitar and bass, etc. After everyone was set, we'd bring everyone back in and play it a couple more times.

If there are going to be any changes to the arrangement, sounds, or lyrics, now is the time to make them. (Speaking in general terms, of course; being in the studio gives a new atmosphere that naturally changes the music somewhat.)

Get your gear in shape. New strings, drum heads, tubes, or anything else you might need. Get the guitars and bass set up. Get the piano tuned. Fix the zither. (What exactly is a zither, anyways?)


SECTION IV: IN THE STUDIO

4.1) What is the recording process?
There are a few general processes. Some bands prefer to track everything live, with the whole band in the studio. This helps capture the interplay of musicianship better, but it can make for looooong times in the studio and many, many takes. Most studios have a drum booth, which allows for live drum tracking, and closets or booths for guitarists and amps.

Most bands take the incremental route. The most important track (several tracks, actually) is the drum track, so it's imperative that it be flawless. Doing it as a "build-up," the drum track is tackled first, either with one or two other musicians or the whole band playing along. Once the drum track is perfect (or acceptable, depending on the budget), the bass track is laid down to complete the rhythm section, and the other tracks are overdubbed, building up the finished track. Generally, vocals are laid down as the last major track, then atmospherics like tambourine or backing vocals.

Electric guitars are miked at the speaker, or run through a direct box. (A direct box takes a guitar signal or an amp's speaker output and bring it up to the level of the mixing board.) Same gig for bass. Acoustic instruments are miked in a soundproof booth.

The mikes, or direct boxes, are run to a big mixing board, 16, 24, or 32 channels wide, maybe more for bigger studios.

The engineer handles the "monitor mix" -- the mix used for the monitor headphones. It's not the same mix that's actually laid down to tape, however; that's mixed according to the dynamic range of each instrument. Monitoring is generally done with headphones, and the mix is also piped through speakers in the control booth.

There are two kinds of recording, analog and digital. Analog is laid down on big (1" or 1-1/2") tape, which records 16 or 24 channels. Digital is laid down on similar tape (for the expensive studios) or ADAT. ADAT (Alesis Digital Audio Tape) is recorded on special VHS videocassettes that hold 8 tracks of CD-quality digital audio. Both can be used simultaneously, if they're synchronized. They get synchronized with SMPTE, a time-coding scheme that gets recorded on one analog track. (SMPTE stands for the Society of Motion Picture Technicians and Engineers, I think. It's pronouced "simpte.")

Expect to have to overdub lots of things. Remember, this is your chance to get it right; you'll be hearing that one flubbed note over and over again. (See the "Mixing" section for more on that. :)

4.2) What are basic do's and dont's?
Don't mistreat the studio's equipment.
Don't yell at someone for screwing up.
Don't expect to make it perfect on the first try.
Don't waste a lot of time; in this case, time really IS money.
Don't be too wasted to play or sing. A buzz might be okay, but make sure that you really want to capture that buzz, 'cause you will.
If you're unsure, don't settle unless money is really an issue.

Do have backup instruments.
Do be nice to the engineer.
Do bring snacks and water.
Do avoid dehydrating drinks (beer, coffee, Coke) if you're singing.
Most importantly, do observe the rules that the studio has in place. Most studios are nonsmoking, so you'll just have to smoke outside on breaks. If there's a big sign in the control booth that says "No Drinks on the Console", pay attention. Mixing consoles are expensive, and you don't want to have to pay for that too. Drugs (even pot) are generally a no-no, whether or not there's an explicit rule in place.

4.3) I'm getting SO sick of this song.
Yup. So is everyone else, probably. Take a little break, have a smoke, do whatever. Maybe move on to something else for a little bit. There's not much more advice I can give here; it happens, it sucks.
4.4) I've played this part about a zillion times and I still can't get it.
Yup. It happens, it sucks. There are a couple of options here. You can take a break, go scream at stuff, try to relax a little, or get a pep talk. Or you can try to rewrite the part to something simpler. Sometimes simpler things, played well, come off LOTS better than complex things, played poorly. It's disheartening to acknowledge limitations, but it might be for the best.
4.5) Why is everyone else screwing up so much?
The same reasons that you are. Nerves, pressure, fatigue (physical AND mental). Relax a little. If you're not stepping on sexual mores, backrubs work well. Maybe have a significant other around for it. :) One of the best ways to deal with this is positive feedback -- "strokes." Let the person who's having a tough time know that you believe in their ability, and you're not frustrated with them for screwing up. Even if you are. Keep in mind that when it's your turn, you're gonna screw up just as much as them. It's a part of the process, not something to be upset with.
4.6) No matter how well I play this, everyone wants me to do it again.
They know where your potential is, or at least they think they do. If you're happy with a take, and you don't think you can do it any better, let 'em know. If you're really happy with it, stick to your guns. (This is where a producer can be either an angel or a demon. If they like it, they're an angel. If they're not happy with anything you do, they're a demon. An uninvolved set of ears, however, can give really good feedback.)

If nothing else, you can always overdub it again later. Chances are, after hearing it a bunch of times the way you want it, they'll come to accept it as part of the song.

4.7) I'm hungry (Thirsty, nic-fitting, sobering up).
Eat. (Drink. Smoke. Drink.) You can't play or sing up to your potential if you're uncomfortable. If tension is too high to suggest it, wait a few minutes, but get it done.

SECTION V: MIXING

5.1) What is the mixing process?
Basically, you sit in a booth while an engineer tries a bunch of different things with the mix.

A song is mixed the same way it was recorded; drums first, then bass, then everything else, with vocals last. Each track gets its particular sound down, effects are added at the board, and general levels are set. Once the sound of each track is dialed in, the whole song is run through to listen for any places where special mixing attention is needed.

Once everything's set, the mixing engineer does a "dry run", running the entire song through with all the settings and all the tweaks. Finally, the DAT is positioned and the engineer runs it for the final mix.

Some studios have automated mixing consoles that handle the tweaks with no intervention from the engineer. (I think these are really keen. You get to watch the sliders and knobs move by themselves!)

5.2) What are the basic do's and dont's?
Do voice your opinion if you don't like something.
Don't touch the board. Leave that to the engineer.
Do try to be patient. (See 5.3).
Don't get burned out on one song.
5.3) If I hear this song one more time, I'm going postal.
Yup. It happens, it sucks. Part of the process. Mixing is arguably the most important step in the recording process, and it's very, very important to stay focused. Unfortunately, mixing also involves listening to the same song over and over and over again. If it feels like you're losing touch with the song, or losing focus, take a break or move on to another song for a while.
5.4) I want more me in the mix.
Before you say anything, make sure you really do. Try to picture the song as a whole, not just a collection of solo pieces. If you've carefully considered the interplay of all the parts, and you still think that your solo should be louder, say something. Be prepared to be shot down by someone, and remember, if you've agreed to have a producer, make sure you're not gonna piss 'em off. (See 5.5)
5.5) I don't like what the producer's doing.
Mmm, this is sticky. First off, the producer should be open to your ideas. They're your songs. If the producer isn't paying attention to anything you say, you might want a new producer. Talk to him or her. Try not to get emotional about it; explain yourself rationally. If nothing else, try for a compromise.

SECTION VI: REPRODUCTION

6.1) Should we do tapes or CD's?
Yes. :)

My guidelines: For a first project, a demo, anything under 9 songs, or a shoestring, do tapes. For everthing else, if you can afford it, do CD's. They carry more prestige, last longer, and sound better.

6.2) Should we master it?
Yes, unless you REALLY can't afford it. Mastering makes a difference that's not so much audible but emotional. Well, it's audible, too, but it's only really noticeable in its absence. Remember that every CD you see on your shelf is mastered. (Strangely, most of them by one man -- Bob Ludwig at Masterdisk in New York City.)
6.3) How much does it cost?
These prices are estimates based on memory. Your mileage may vary. Check with your duplicator for real numbers.

A run of 100 tapes costs about $250 from a reputable, quality duplicator. J-cards are extra.

The glass master for a CD costs about $500, less if you're getting duplication from the same company. CDs cost $1-$2 apiece, depending on the quality. Jewel cases, inserts, and backcards are extra.

Most duplicators offer package deals where they'll master, duplicate, and provide printed material for one price. Most include shrink-wrapping.

If you'll be distributing your product in record stores, you'll need a UPC code. I understand that they cost about $300 to register, then you need to pay for them to be printed. (Or you can include it on the backcard or J-card.)

6.4) Should we do a slick package, or handwritten labels?
For a gig demo, handwriting is fine. For anything else, you should really have printed labels and cards.
6.5) How long does it take?
Most tape duplicators take about a week, more for runs over 2500. CD duplicators take from 3 weeks to 3 months, depending on their backlog. Backlogs increase late in the year, for some reason -- maybe Christmas compilations. They ease up around February, and late spring is usually the fastest time of the year.
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